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Pasha

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Hi, I observed that the AI (GB, FRA, GER, RUS, AUS) is not capable building any new troops during WWI campaign expect for the starting production that is coded. Is there any reason for this or is there a possibility for circumventing it? I loaded several savegames with different countries and the Entente is not building anything but using IC for supplies or consumer goods. Russia is not even reinforcing their Infantry Divisions. Sadly that killed my German Empire savegame because it became to easy in 1916 because they were losing so many divisions because of attrition...
Or is anyone capable of creating an event that will spawn some divisions for the Allies which can be activated via console?

Thank you. Great mod still! And I really like the new graphic additions.
I replied to you in the Grand Campaign thread. This might be by design. Does anyone happen to know if this is the case in the Vanilla WW1 campaign?
 

3strat.game

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HI! can i play in russian language? All new events and decisions havent names or descriptions. Also check ...config / text - line 1425 (Daily increase of %.4f) in the russian column, there is incorrect data
Darkest Hour v 1.05.1 (TUGQ)  Mods_Blood and Iron v1.0.7 26.10.jpg
 

Diolion

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The soviets had 70+ tank divisions and 500+ infantry division by 1941.

Sweet.
 
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kodiak491

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Not sure if this is a bug or wad, but I am playing as GER and sometime after launching Barbarossa in late May of '41 and before July 1st my infantry divisions all of a sudden need 33! manpower instead of the usual 13 specified in the unit file. I have searched all the event files and cannot find out what caused this and I would appreciate knowing if it is something I did or a bug. None of the other division types have changed at all and its just for new divisions, existing infantry divisions remain unchanged.
 
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I don't suppose you can play with counters rather than sprites?
Aren't the counters working properly or something? I don't remember changing anything on the counters. Anyway sprites and graphics in general is the main thing about this mod, actually initially it was going to be just a graphics/immersion mod but then I ended up building it on World in Flames 2 and I've also added like 85% stuff from Edge of Darkness, the balance though it's a bit different from both. But still this is a mod aimed especially for players who want the game to look better. I personally can't stand counters lol But anyway although I've not even tested the counters I can't see why they wouldn't work properly.

Btw each unit has its own sprite, that's one of the main things about this mod, so you can see as easily (or even easier) what the unit is as with counters.
 

Wroom

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Aren't the counters working properly or something? I don't remember changing anything on the counters. Anyway sprites and graphics in general is the main thing about this mod, actually initially it was going to be just a graphics/immersion mod but then I ended up building it on World in Flames 2 and I've also added like 85% stuff from Edge of Darkness, the balance though it's a bit different from both. But still this is a mod aimed especially for players who want the game to look better. I personally can't stand counters lol But anyway although I've not even tested the counters I can't see why they wouldn't work properly.

Btw each unit has its own sprite, that's one of the main things about this mod, so you can see as easily (or even easier) what the unit is as with counters.
I checked and they don't work, they just have X's.

For me counters are more easily seen, show how many divisions and make it feel more like a board game.
 

Blecky

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I checked and they don't work, they just have X's.

For me counters are more easily seen, show how many divisions and make it feel more like a board game.
Have you activated counters in the launcher AND in the options menue?
 
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May 27, 2016
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Is this mod still being updated?
I've been modding Medieval II TW for a while now, already released my new mod and I've made some updates. I'm now working on a big overhaul to one of them (have 3 lol) and it's taking quite some time. After that I still want to do some small updates to the others, but once that's done I'll look into working on an update to this one. However it will probably be mostly graphics and audio stuff and also reintroduce the tutorial stuff for new players as apparently there are still some new players.

As for new events, the ones of other mods I know about for WWII are either alt history which is beyond the scope of this mod or stuff already covered by this mod. Not sure what else could I add on my own but maybe I'll come up with something :p As for WWI that's where it could be improved but I feel WWI doesn't go very well with this game engine as it was a very different kind of warfare. So it's more like a bonus I think.

Btw I've tested the counters and there isn't any problem with them, you guys just need to do as Blecky said: turn them on both in the launcher AND in the game menu options.
 
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The Turk2

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I've been modding Medieval II TW for a while now, already released my new mod and I've made some updates. I'm now working on a big overhaul to one of them (have 3 lol) and it's taking quite some time. After that I still want to do some small updates to the others, but once that's done I'll look into working on an update to this one. However it will probably be mostly graphics and audio stuff and also reintroduce the tutorial stuff for new players as apparently there are still some new players.

As for new events, the ones of other mods I know about for WWII are either alt history which is beyond the scope of this mod or stuff already covered by this mod. Not sure what else could I add on my own but maybe I'll come up with something :p As for WWI that's where it could be improved but I feel WWI doesn't go very well with this game engine as it was a very different kind of warfare. So it's more like a bonus I think.

Btw I've tested the counters and there isn't any problem with them, you guys just need to do as Blecky said: turn them on both in the launcher AND in the game menu options.
Actually you hit the nail on the head, audio & graphics sounds good (Which is already 100% why I downloaded this mod). Why did you remove a lot of the techs from EoD though?